Comments and answers for "collisions not getting detected"http://answers.unity.com/questions/1303462/collisions-not-getting-detected.html
The latest comments and answers for the question "collisions not getting detected"Comment by Konsicrafter on Konsicrafter's commenthttp://answers.unity.com/comments/1303534/view.html
It's always like thisTue, 24 Jan 2017 16:45:23 GMTKonsicrafterComment by TheDJBuntin on TheDJBuntin's commenthttp://answers.unity.com/comments/1303530/view.html
And I said exactly this but with more detail and sources. smh.Tue, 24 Jan 2017 16:41:37 GMTTheDJBuntinComment by Konsicrafter on Konsicrafter's answerhttp://answers.unity.com/comments/1303526/view.html
You didn't even reply to our answers...Tue, 24 Jan 2017 16:34:26 GMTKonsicrafterAnswer by Saad_Khanhttp://answers.unity.com/answers/1303524/view.html
You should always set the collision detection mode on the Rigidbodies to be "continuous dynamic" for fast moving objects, hope this helps.Tue, 24 Jan 2017 16:31:52 GMTSaad_KhanAnswer by Konsicrafterhttp://answers.unity.com/answers/1303497/view.html
You could try to raise the physics time step. So the physics collision detection is processed more often per second.
Edit -> Project Settings -> Time -> Fixed TimeSteps.
If that doesn't work, try to make the collider of the bat larger, so it's easier to hit within a physics update. You can also try to lower the velocity to make sure everything is setup correctly. The colliders have to have the option "is Trigger" set to false and the rigidbody has to have the option "is Kinematic" set to false tooTue, 24 Jan 2017 15:54:51 GMTKonsicrafterAnswer by TheDJBuntinhttp://answers.unity.com/answers/1303487/view.html
Have you tried doing it with a lower velocity to make sure it works?
Remember that Update() is ran every FRAME. If there is no frames where the ball is touching the collider there will be no collision. ie. Frame 500 ball is at 500, 0. Target is at 700, 0. But Ball is traveling at 300units per frame. The next time update is called, ball will be at 800, 0.
To solve this, use [Continious Collision Detection][1] instead of discrete collision detection.
Although I've never used it, a quick google also pulled up [DontGoThroughThings][2] which uses raycasting to avoid the physics engine allowing fast-moving objects to go through other objects. [Here is another thread about this][3].
[1]: https://docs.unity3d.com/ScriptReference/Rigidbody-collisionDetectionMode.html
[2]: http://wiki.unity3d.com/index.php?title=DontGoThroughThings
[3]: http://answers.unity3d.com/questions/150168/fast-moving-object-not-detect-collision.html.Tue, 24 Jan 2017 15:44:46 GMTTheDJBuntin